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Research & DevelopmentGot a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!

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Gen 5's evolution type (Karrablast -> Escavalier when traded with a Shelmet or Shelmet -> Accelgor when traded with a Karrablast) works with IN GAME TRADES only at this time. I cannot test how the game works with proper trading, and as such, can make NO guarantees that it will work. I expect that it will not work, but feel free to give it a try.

Use VBA-link to test the trading. Should work if in-game ones work though I think.

I have some ideas for simple sprite varying formes, as they aren't hard to do in any way. At the end of the day, the Unown are simply differing formes of the same Pokémon, so we can easily copy the routines for the Unown, bend them to suit our purposes (check genders/held items and such) and load the appropriate sprite for the result of the check.

However, formes with differing TYPES are going to be an absolute B***H to do. From what I can tell, the type data is not stored in the Pokémon's data, but is loaded from the Pokémon data tables dynamically as it's needed. This means that we will need to create literally hundreds of new routines which run the same checks as the sprite ones above to try to force different typing on different formes.

Is it really worth doing this...?

Yeah, about the Is it really worth parts, I'm telling you, IT IS.

Moving on, I suggest that you should try to work with JPAN's hacked engine, as I can see that this and that combined would be a total FireRed hacker heaven. And I saw something about the integration with JPAN's save block hack, too, so this would be a good option.

Moving on, I suggest that you should try to work with JPAN's hacked engine, as I can see that this and that combined would be a total FireRed hacker heaven. And I saw something about the integration with JPAN's save block hack, too, so this would be a good option.

You still do the work, though, so it's really up to you.

While it would certainly be possible to include JPAN's hack with this, I refuse to do so without JPAN's say so. I'm only including the save block hack because it's 100% necessary for it to work. And I made sure to credit JPAN for it. I never said I made it.

The formes are a pain in the rear end to do, but are possible. I still can't find the type(s) in the Pokémon's data, so I can't see any way of doing the type changing formes right now, except to force a species change without evolving but have it have very similar data.

Quote:

Originally Posted by Gamer2020

Quote:

Originally Posted by Jambo51

Gen 5's evolution type (Karrablast -> Escavalier when traded with a Shelmet or Shelmet -> Accelgor when traded with a Karrablast) works with IN GAME TRADES only at this time. I cannot test how the game works with proper trading, and as such, can make NO guarantees that it will work. I expect that it will not work, but feel free to give it a try.

Use VBA-link to test the trading. Should work if in-game ones work though I think.

I tested it (in spite of VBA-Link crashing every 2 seconds) and the evolution does work. Hooray for me!

__________________

Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!

For those who've been asking, I will probably release this publically as a patch when I've finished inserting all the data. This will mean it can't be used on a hack which is in progress. I'll most likely highlight the significant data in the patch so that people can copy it over to their roms if they want to use it on an already started hack. Of course, the patch will only be for BPRE as I simply don't have the time to sit and translate all the data and limiters over to another rom.

"Hi I know this will probably sound stupid as I'm about to ask the opposite of what most pokedex related questions are but since I can't figure it out and there seem to be no posts on it I'll still ask it:

How do I REMOVE Pokemon from the pokedex (so there are only #1-151) and so that when you catch all of them (only the 151) you can get your diploma?

Also I would like to add a bonus Pokemon (Missingno.) that you do not have to catch to receive the diploma.

The rom I am attempting to hack is Pokemon FireRed US (CoolROM)

This would be greatly appreciated (if you can help me of course)

Thanks in advance (map ;P)

Pokeshadow13"

Well I got the same answer every time- don't give them the national dex and don't put the other Pokemon wild. But I want to actualy delete them from the game. Since you seem to be the only pokedex post I guess you might be able to help.

Well. You would have to change all the pointers to references of each pokemon in every table to NULL, and set a few bytes in the asm-codes to remove the limiting factors of the in-built code.
*edit* But seriously. It's way easier to just not give them the national pokedex and not worry about removing the pokemon's data. What happens if a player gets in a battle with another game? HM?

1) Aren't there three palletes in the DS games as well? In fact the same ones?

2) New base EXP system? That is the same to isn't it? There is no need to update these things?

3) Jack confused =0

1) Yeah, DPPt has 3 icon pallets, all of which are the same as FR's, this much is clear. However, the Unova Pokémon clearly have a new set of pallets available to them, as there are quite a few icons which look dodgy (Snivy, Pansage/Simisage) or downright wrong (Munna, Basculin) in FR's pallets.2) The old system only supported a byte for the base exp, giving us a ceiling value of 255. I needed higher as quite a number of Generation 2-5's legendaries got a rethink of base exp in Gen 4, which requires a half word. I made a table of a half-word for each species, separate from the existing data. Simple as that.

3) When using an item on a Pokémon in FireRed, the game plays a little animation. The co-ordinates I refer to are where on the screen the item gets "used on". I believe they are offsets from the centre of the screen, although I would need to find the table again to be sure.

__________________

Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!

1) Yeah, DPPt has 3 icon pallets, all of which are the same as FR's, this much is clear. However, the Unova Pokémon clearly have a new set of pallets available to them, as there are quite a few icons which look dodgy (Snivy, Pansage/Simisage) or downright wrong (Munna, Basculin) in FR's pallets.

You sure you dumped them with the right pallete? The ones I have look ok so idk =/

You sure you dumped them with the right pallete? The ones I have look ok so idk =/

Turns out you were right. I replaced a good few sprites with new ones, and there was a vast improvament in the colouring of those sprites. I still feel that there are a few which could do with a new pallet, but it's a low priority, if a priority at all.

__________________

Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!

Turns out you were right. I replaced a good few sprites with new ones, and there was a vast improvament in the colouring of those sprites. I still feel that there are a few which could do with a new pallet, but it's a low priority, if a priority at all.

Yay! =) Like I said before you are better off just using the question mark images cause most likely people will want to use differemt sprites. some people may even want to use fakemon.

Yay! =) Like I said before you are better off just using the question mark images cause most likely people will want to use differemt sprites. some people may even want to use fakemon.

I'll post the necessary info for people to extend upon this hack should they wish to, for fakemon/new generations if and when they come along. But I'm coming round to your way of thinking tbh, in that it might not be a bad idea just to release a basic patch with just the asm edited to support extra pokémon, but without the actual Pokémon included.

__________________

Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!

I'll post the necessary info for people to extend upon this hack should they wish to, for fakemon/new generations if and when they come along. But I'm coming round to your way of thinking tbh, in that it might not be a bad idea just to release a basic patch with just the asm edited to support extra pokémon, but without the actual Pokémon included.

I mean in my opinion it's better to just release the "how to" then an already made patch so people can actually learn. But it's up to you and the majority of people are just lazy and would only be interested in the patch version. Either way I do hope people actually credit you and appreciate what you have done because you have put a lot of work into adding all the data for the Pokemon.

I know you're doing this for yourself too, so you should just continue with a patch and maybe write up the basic info on what to do if you were to extend it, as planned

Though really, I'd want to port this to Emerald, so I'd somewhat prefer a nice long tutorial even if it was hard to follow XD - Was just planning on working with whatever you released and reverse engineering from there (if need be) to try porting it.

Just a suggestion, but once this patch is finished, you (or somebody else) could make a tool for quickly adding Pokémon etc, which would help beginning hackers alot (as most of them can't even hex edit).

Very few people will acually be able to follow a tutorial for this through as there is a LOT of related data and asm to go with it.

It would take me longer to actually write the tutorial than to finish the patch now...

I dunno, I'm more or less, looking into adding a few extra Pokemon instead of the whole Pokedex. Maybe instead of a big tutorial document, just to a quick run-through of the different limiting routines and how to patch them, and state the tables to repoint. That's all I'd need to get it. Then maybe later on you could make a more detailed document. But with basic innformation I could make a patcher to insert more Pokemon at ease, or one for your patch to things don't interfere with pre-existing data. Your choice.

Just a suggestion, but once this patch is finished, you (or somebody else) could make a tool for quickly adding Pokémon etc, which would help beginning hackers alot (as most of them can't even hex edit).

Anyway, you're doing a great job, good luck!

Maybe. That's not really necessary if a patch get's released. Let's all just let Jambo51 do what he want's to do. It's his work not ours.

@Jambo51 Give me a couple of days. I got the move tutors loading correctly is seems so I should be able to have it edit all moves by next release.

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